Interactive Rendering of Indoor and Urban Environments on Handheld Devices by Combining Visibility Algorithms with Spatial Data Structures

Interactive Rendering of Indoor and Urban Environments on Handheld Devices by Combining Visibility Algorithms with Spatial Data Structures

Wendel B. Silva, Maria Andréia F. Rodrigues
ISBN13: 9781466627857|ISBN10: 1466627859|EISBN13: 9781466627864
DOI: 10.4018/978-1-4666-2785-7.ch019
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MLA

Silva, Wendel B., and Maria Andréia F. Rodrigues. "Interactive Rendering of Indoor and Urban Environments on Handheld Devices by Combining Visibility Algorithms with Spatial Data Structures." Mobile and Handheld Computing Solutions for Organizations and End-Users, edited by Wen-Chen Hu and S. Hossein Mousavinezhad, IGI Global, 2013, pp. 341-358. https://doi.org/10.4018/978-1-4666-2785-7.ch019

APA

Silva, W. B. & Rodrigues, M. A. (2013). Interactive Rendering of Indoor and Urban Environments on Handheld Devices by Combining Visibility Algorithms with Spatial Data Structures. In W. Hu & S. Mousavinezhad (Eds.), Mobile and Handheld Computing Solutions for Organizations and End-Users (pp. 341-358). IGI Global. https://doi.org/10.4018/978-1-4666-2785-7.ch019

Chicago

Silva, Wendel B., and Maria Andréia F. Rodrigues. "Interactive Rendering of Indoor and Urban Environments on Handheld Devices by Combining Visibility Algorithms with Spatial Data Structures." In Mobile and Handheld Computing Solutions for Organizations and End-Users, edited by Wen-Chen Hu and S. Hossein Mousavinezhad, 341-358. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-2785-7.ch019

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Abstract

This work presents a comparative study of various combinations of visibility algorithms (view-frustum culling, backface culling, and a simple yet fast algorithm called conservative backface culling) and different settings of standard spatial data structures (non-uniform Grids, BSP-Trees, Octrees, and Portal-Octrees) for enabling efficient graphics rendering of both indoor and urban 3D environments, especially suited for low-end handheld devices. Performance tests and analyses were conducted using two different mobile platforms and environments in the order of thousands of triangles. The authors demonstrate that navigation at interactive frame rates can be obtained using geometry rather than image-based rendering or point-based rendering on the cell phone Nokia n82.

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